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Shattered Echoes (Private Playtest)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #56 | 3.667 | 3.667 |
| Art / Graphics | #67 | 3.833 | 3.833 |
| Controls / UI | #97 | 3.167 | 3.167 |
| Sound/Music | #246 | 1.500 | 1.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Human made
If you have competed before, how has your game changed?
A lot has changed. The onboarding, general progression, and content has all been overhauled quite significantly.
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
Family Friendly
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Comments
Sorry for the delay in getting this review posted. I'm very behind with these, so I'll keep the text portion short. I really enjoyed the premise of the game, and figuring out the puzzles was really enjoyable. I feel like the tutorials could be polished more, but I did get the hang of the game eventually. Progression feels a little odd, I got lost somewhere between not understanding the challenges menu initially and not immediately knowing where to get certain resources.
The VOD for the review is posted below, and will be available for 60 days from the day of broadcast:
https://www.twitch.tv/videos/2888630577?t=2h2m27s
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
This is a neat game! I think when I played, there was an issue with the audio - I noticed volume sliders but it was most definitely silent on my end.
I enjoyed the gameplay hook quite a bit, and I think the game itself looks really nice. The UI is so tactile and responsive - i LOVE that! The controls feel really good, and any time I died I never felt like it was the games fault. Presentation-wise, this game feels really polished.
When I played the prologue, I didn't realize the game was going to be randomly generated. The prologue feels REALLY GOOD and I appreciate that it was included as a tutorial. I actually think it would be kind of fun to have a few more handmade levels like that one - The random levels are fun too, but having specifically crafted challenges or gauntlets with more intentional placements could be a fun way to spice the game up as opposed to just reaching high scores in those random levels.
I was a bit confused by the fates menu when I streamed the game, like it just wasn't clicking for me, so I went back and played a bit more off stream - I actually don't know what my issue was. I think I was a bit overwhelmed by all of the new symbols in the UI and my my eyes glaze over. Revisiting it, I really enjoyed the fates as a mechanic! I think it was a good way to add progression into a random, high score based game like this. I also enjoyed the upgrades that I unlocked, and how it changed the feel of the game. Good stuff! After unlocking the dash move I was really getting Celeste vibes.
I did keep running into a game-breaking glitch (the same on i got on stream) where if you die during Prologue 2, you experience permadeath, and nothing happens until you reload the page. Once that gets fixed though I could see myself spending a LOT of time on this one. Really fun!
I played the game on stream here at around 49:49
No audio in this version? Why?
This is a creative concept for a platformer. Like that being in the red areas for too long slows you down and the other version of you following your exact path. These mechanics make the puzzle aspect of this more creative and free flowing then most platformers. I did run into a few bugs such as buttons not working and getting trapped in the settings menu (no way to get out as far as I could tell). Some of the upgrade and relic information also felt unclear. Overall though I had fun, movement felt good and playing better felt rewarding. I like this project.
Second room killed it for me. The small amount of lag caused by having the game fullscreen made the penultimate jump through the second batch of red stuff onto that little box and then up to where the last two collectibiles are literally impossible to pull off.
I was able to complete the jump after minimizing the game and finishing the level in-browser. But it reminded me why I don't like puzzle-platformers. If a small drop in frame-rate was able to make a jump impossible now, it's only a matter of time before I'm doing some tricky jump later on in some advanced stage, and a lag spike kills me somehow, and I have to go alllll the way back to the start of the puzzle.
It's not your fault. I just don't like this genre.
Sorry to hear that there were lag issues with the web build :( If you're interested, I can send you a steam playtest key so you can run it that way, which hopefully wouldn't have those issues. While the introduction to the game is certainly a bit more puzzle-platformer-esqe, this is primarily to teach some important mechanics in the game, and it opens up more into an arcade-y strategy game after the introduction. All this said, I'm currently finishing up a new build (that has been a work in progress over the past month, roughly) which makes many changes, including the intro section of the game.
If the rest of the game isn't about timed jumping puzzles, why does the second room introduce us to timed jumping puzzle red goo? 🤔
This is one of the major changes I've already made to the introduction in the new version (which hasn't been released yet). I agree that in the version you played, the point at which it is introduced is just not great, and can easily set the wrong impression for what the game is going to be about lol